Welcome to this week’s Masters and Minions, where I strive to give you a new and interesting encounter that can (hopefully) be easily inserted into any existing adventure. This week’s encounter features several new magic items from our latest project Into the Armory.
These two brothers used to be adventurers until they caught on to the idea that it’d be easier to simply take loot from their contemporaries. They trail the PCs as they head toward a dungeon and then wait in ambush for the PCs to leave, hopefully worn out and laden with riches.
Word of warning to DMs, these NPCs have gear equivalent to that of a PC of their level.
Samson                                                                                     CR  7
          XP 2,400
          Male human fighter 7
          CN Medium humanoid (human) 
            Init +2; Senses Perception +1 
            DEFENSE
            AC 23,  touch 12, flat-footed 21 (+2 Dex, +8 armor, +3 shield)
            hp 71 (7d10+28)
            Fort +7, Ref +4, Will +3; +2 bonus on Will saves against  fear
            Defensive Abilities Armor Training, Bravery
            OFFENSE
            Speed 30 ft.
            Melee Whip Blade (Melee) +13/+8 (1d10+8/19-20) or Whip Blade (Reach) +14/+9 (1d10+9) 
            Offensive  Abilities Weapon Training (flails)  +1
            STATISTICS
            Str 20, Dex 15, Con 14, Int 10, Wis 12, Cha 8
            Base Atk +7; CMB +12; CMD 24 
            Feats Cleave, Exotic Weapon Proficiency (bastard sword), Exotic Weapon  Proficiency (whip), Great Cleave, Improved Initiative, Power Attack, Toughness,  Weapon Focus (whip blade), Weapon Specialization (whip blade)
            Skills Climb +12 (+8 after armor check), Craft (weaponsmithing) +10,  Survival +11, Swim +11 (+7 after armor check)
            Languages Common 
            Equipment +2 Whip  Blade*, +1 Banded Mail, Belt of Physical Might (Str/Dex) +2, +1 Heavy Steel  Shield, Backpack, Bedroll, Rations (per day) (6), Waterskins (4), Whetstone, Artisan's Tools, Tent
          *Item from Into the Armory.
      
Gerard                                                                                                                        CR  7
          XP 2,400
          Male human sorcerer 7
          CN Medium humanoid (human) 
            Init +8; Senses Perception +0 
            DEFENSE
            AC 16,  touch 16, flat-footed 11 (+4 Dex, +1 dodge, +1 deflection) 
            hp 41 (7d6+60)
            Fort +3, Ref +6, Will +5
            Defensive Abilities Resistance Electricity 10
            OFFENSE
            Speed 30 ft.
            Melee Dagger +7 (1d4-1)
            Ranged Mage’s Net +8 touch (entangle)
            Bloodline Spell-Like Ability (CL 7th, +7 ranged touch) 
          7/day—elemental ray
            Sorcerer Spells Know (CL 7, +7 melee  or ranged touch) 
          3rd (5/day)—fireball (DC 17), protection from energy, vampiric touch 
          2nd (7/day)—ghoul touch, invisibility, scorching  ray, touch of idiocy 
          1st (7/day)—burning hands (DC 15), chill touch (DC 15), mage armor, shield, shocking grasp
          0—acid splash, detect magic, light, mage  hand, prestidigitation, read  magic, touch of fatigue
            Bloodline Elemental (Air) 
            STATISTICS
            Str 8, Dex 18, Con 12, Int 13, Wis 10, Cha 18
            Base Atk +3; CMB +2; CMD 17 
            Feats Combat Casting, Dodge, Exotic Weapon Proficiency (net), Improved  Initiative, Weapon Finesse, Weapon Focus (net)
            Skills Bluff +14, Knowledge (arcana) +11, Knowledge (the planes) +11,  Spellcraft +11
            Languages Auran, Common 
            Equipment Dagger,  Mage’s Net*, Belt of Incredible Dexterity +4, Feather Token (anchor), Feather  Token (flock) (2)*, Feather Token (swan boat), Feather Token (tree), Feather  Token (whip) (2), Ring of Protection +1
          *Item from Into the  Armory.